It's great that you've open sourced Shadowgrounds and Survivor. Can we get the "ported" Linux source code rather than the Windows specific code? I'm interested in porting these games to 64bit Linux and It would be way easier to start from the 32 bit Linux port rather than having to redo the porting process from Windows to Linux.

The Shadowgrounds games are quite old and possibly very messy - these sources have not been cleaned too much.

There may also be references to older projects, such as "Disposable" or "DH", which mean our very first game, an (RTS) prototype from 2001-2003. (It should be possible to enable several RTS commands such as unit groups, switching sides to aliens and so on.)

It's also worth noting that the source code has a lot of "hacks" and "todos". It is in many ways messy and could be hard to understand.

We haven't had a commercial name for the game engine, but internally it's been called "Storm3D". Storm3D is partially based on work by the awesome Finnish programmer Sebastian Aaltonen, from whom we bought the original code in 2000/2001.

Good luck!

SPECIAL NOTES-------------

The Jack Claw source is based on the same code that we have used in all of our games so far. This will finally change with Trine 2 which uses a completely rewritten game engine. You will find a lot of code related to Shadowgrounds (2005) and Shadowgrounds Survivor (2007). There may also be references to older projects, such as "Disposable" or "DH", which mean our very first game, an (RTS) prototype from 2001-2003.

It's also worth noting that the source code has a lot of "hacks" and "todos". It is in many ways messy and could be hard to understand.

We haven't had a commercial name for the game engine, but internally it's been called "Storm3D". Storm3D is partially based on work by the awesome Finnish programmer Sebastian Aaltonen, from whom we bought the original code in 2000/2001.

That's it. We'll be discussing Jack Claw much more in the future on our websites and in the community, so be sure to check them out.

Good luck!

As you can see, both games are using the same engine. Maybe with releasing the code for Linux&Mac-part of Jack Claw they also release the Linux&Mac-part of the Shadowgrounds-series. Else we can maybe port the Shadowgrounds-stuff over to Jack Claw so Shadowgrounds would run with the "new" engine.Combining both code-parts (Shadowgrounds and Jack Claw) would also save much time and effort because they have the same basis. Improving one will also improve the other one.

I looked at the source and was a little bit discouraged, because opengl is not mentioned in any place. So this are really only windows sources for ms direcx and porting this to opengl will be a huge problem (even if somebody is brave enough to do it)...

Is the linux port coprighted by IGIOS and thus cannot be released, or did I misunderstood something?

I've been looking pretty hard for a link to the source on multiple pages with no luck in finding one. Could somebody please point me in the direction of where this can be downloaded?

Many Thanks,

Gerald Filimonov

The Linux-sourcecode is not online yet.You can get the currently released sourcecode from the humblebundle page (the one you got where you could download the games and soundtracks and stuff. There is now SOURCE to download the sourcecode from Shadowgrounds and Shadowgrounds: Survivor.)

fb_joel wrote:Yes, we plan to release the Linux/Mac source soon. Most likely happens next week as things got so busy this week that we haven't had the chance to double check it yet. Sorry about this extra delay.

The source supports both versions of FFMpeg. When I tried to build a stripped-down version for distribution the 0.6 libavcodec kept crashing and I couldn't really track down the problem. Might have been something in the asm-optimized decoders.

Yeah it's just waiting for me to comb it through for any oddities, if all things go to plan then tomorrow could be a good candidate... Sorry for all the delays, there's been so many things going on simultaneously that it's been tough to get everything done. At least we're not in the "next week" phase anymore though, now it's "tomorrow".